Sunday, June 6, 2021

OA towed gun team

 



    Having the weakest military with the Major Periphery States, Outworld Alliances relies on the Planetary Militia as the first line of defense. Every conscript is trained not only to use an auto-rifle but also how to operate a towed autocannon.

    Unable to build fortifications or to army garrisons with heavy equipment, the OA produced significant numbers of towed version of the most common Autocannons used in the Inner Sphere and distributed them to most of the inhabited worlds.

    The most common model is the AC/5, managed by a self-propelled 16-men motorized team. At least 8 men are need to operate the AC/5. Auto-rifles are carried as a secondary weapon for close quarters. They can be placed inside buildings, including hardened pillboxes, or difficult terrains or forests firing 360 degrees. Crews are trained to prepare hidden positions and attack with surprise 

    Smaller numbers of AC/20s 28-men motorized squads are provided mainly to larger cities. 


AC5 Motorized infantry

Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well-armed units

One single squad of eight men is able to operate one Autocannon class 5 with another squad in reserve. Occasionally two units are merged to form a full platoon with two AC/5s but the most usual is to operate in two-squad team with a single weapon. The total weight of this combination of 12ton allows to be transported by heavier transports granting additional mobility

Normally deployed as part of a in-deep defense, they are placed in strategic positions for better use of the good range of the AC/5. Enemies that get too close need to deal with the 16-men rifle armament.

Transport Weight:  12

Equipment:

    Primary Weapon: 16 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 101

Cost: 587,446.722 C-bills

Notes: 1 AC/5 with 20 rounds of ammo. Requires 8 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 16 (8/2)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


Field Gun AC20 (rifle) Motorized Infantry

Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well armed units.

A massive Autocannon class 20 requires no less than a 14 crew to be operated. Two other squads of 7 men each remains in reserve. Specialized in urban and jungle warfare, they are capable to quickly hide inside building or vegetation, surprising their targets with point-blank deadly shots. Few mechs and combat vehicles are properly armed to deal with conventional infantry except at short-ranges, which exposes them to AC/20 or rifle fire.

Transport Weight:  20.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 215

Introduction Year: 2950

Cost: 1,111,406.763 C-bills

Notes: 1 AC/20 with 5 rounds of ammo. Requires 14 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


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Playing with Motorized Towed Guns
(from Tactical Operations Manual)

Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type may be equipped with Field Guns. Each Field Gun requires a number of troopers equal to its weight in tonnage to operate (to a minimum of 2 troopers per Field Gun). A platoon equipped with multiple Field Guns can only operate as many Field Guns as it can keep fully manned (any excess Field Guns are considered destroyed as the unit takes damage). Each Field Gun receives a 1 ton of ammunition, which must be tracked during gameplay. If all of a platoon’s field guns are considered destroyed, the surviving infantry troops can more and fi re as a normal infantry platoon of its type. Field Guns attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted counterparts, but they may not be fi red in the same turn that the platoon has moved or delivered any attack using its own infantry weapons. Furthermore, in any turn where the Field Guns are to be fired, the controlling player must designate a weapon facing. A platoon with multiple Field Guns may fire all such weapons separately—and at multiple targets, if desired (no Secondary Target modifiers apply to these attacks, as each weapon fi res with its own crew)—but all attacks must be made against targets in the same fi ring arc.


Friday, June 4, 2021

Combat Vehicles - local variants Schrek, Manticore, Condor, Galleon

 



Schrek PPC Carrier (ICE conversion)

Along the years, several Schreks were placed out of service and their Fusion Reactors and Weapons used as spare parts for other vehicles. Some of them were returned to service with the installation of an ICE that required the removal of the center PPC (which was replaced by a mock-up PPC to prevent the enemy to notice the modification).


Mass: 80 tons

Movement Type: Tracked

Power Plant: 240 ICE

Cruising Speed: 32.4 kph

Maximum Speed: 54 kph

Armor: Standard

Armament:

     2 PPC

Cost: 2,229,300 C-bills



Technology Base: Inner Sphere (Introductory) 

Movement Type: Tracked

Tonnage: 80

Battle Value: 759

Equipment                                          Mass

Internal Structure                                    8

Engine                        240 ICE                23

Cruising MP: 3

Flank MP: 5

Heat Sinks:                   20                     20

Control Equipment:                                   4.0

Power Amplifier:                                       1.5

Turret:                                                        1.5

Armor Factor                  112                     7


                          Internal   Armor   

                          Structure  Value   

     Front                   8         24    

     R/L Side            8/8      20/20   

     Rear                    8         20    

     Turret                  8         28    


Weapons

and Ammo              Location    Tonnage   

2 PPC                  Turret       14.0    

Cargo(*)                   Body        1.0     

(*) extra weight for the heavier turret and the center mock-up PPC



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Manticore Heavy Tank (ICE conversion)

Same as for the Schreks, several Manticore were placed out of service and their Fusion Reactors and Weapons used as spare parts for other vehicles. The PPC was replaced by a Large Laser and a Medium Laser in the turret. The front mounted limited transverse turret with an medium laser was replaced by a Machine Gun.


Mass: 60 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 SRM 6
     1 Large Laser
     1 LRM 10
Cost: 1,353,600 C-bills

Type: Manticore Heavy Tank
Technology Base: Inner Sphere (Introductory) 
Movement Type: Tracked
Tonnage: 60
Battle Value: 849

Equipment                                          Mass
Internal Structure                                    6
Engine                        180 ICE                14
Cruising MP: 3
Flank MP: 5
Heat Sinks:                   8                       8
Control Equipment:                                3.0
Power Amplifier:                                    0.5
Turret:                                                     1.5
Armor Factor                  176                 11

                          Internal   Armor   
                          Structure  Value   
     Front                   6         42    
     R/L Side           6/6      33/33   
     Rear                    6         26    
     Turret                  6         42    


Weapons
and Ammo                                  Location    Tonnage   
Machine Gun                                   Front        0.5     
SRM 6                                             Turret       3.0     
Large Laser                                     Turret       5.0     
LRM 10                                           Turret       5.0     
LRM 10 Ammo (12)                        Body        1.0     
Half Machine Gun Ammo (100)      Body        0.5     
SRM 6 Ammo (15)                           Body        1.0     



----------------------------------------------------------------------------------------------------------------------------

Condor Heavy Hover Tank (AC20)

Locally modified standard models armed with a single AC/20 and 15 shots.


Mass: 50 tons
Movement Type: Hover
Power Plant: 165 ICE
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 AC/20
Cost: 1,431,000 C-bills

Type: Condor Heavy Hover Tank
Technology Base: Inner Sphere (Introductory) 
Movement Type: Hover
Tonnage: 50
Battle Value: 791

Equipment                                          Mass
Internal Structure                                    5
Engine                        165 ICE                12
Cruising MP: 8
Flank MP: 12
Heat Sinks:                   0                       0
Control Equipment:                                  2.5
Lift Equipment:                                       5.0
Power Amplifier:                                    0.0
Turret:                                                     1.5
Armor Factor                  96                      6

                          Internal   Armor   
                          Structure  Value   
     Front                   5         30    
     R/L Side            5/5      15/15   
     Rear                    5         14    
     Turret                  5         22    


Weapons
and Ammo                      Location    Tonnage   
Machine Gun                    Front        0.5     
AC/20 Ammo (15)                 Body        3.0     
Half Machine Gun Ammo (100)     Body        0.5     
AC/20                          Turret       14.0    


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Galleon Light Tank GAL-101

The Outworlds Alliance has a large number of Galleons in service and many were converted to this version. The small lasers were removed and the internal space used to accommodate a single infantry squad with side doors for easy access. One Machine gun was added to the turret and the armor increased for better protection. It is mainly used in armed recon and light attack missions.


Mass: 30 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     1 Medium Laser
     1 Machine Gun

Cost: 330,200 C-bills

Type: Galleon Light Tank
Technology Base: Inner Sphere (Introductory) 
Movement Type: Tracked
Tonnage: 30
Battle Value: 337

Equipment                                          Mass
Internal Structure                                       3
Engine                        180 ICE                14
Cruising MP: 6
Flank MP: 9
Heat Sinks:                   3                           3
Control Equipment:                                  1.5
Power Amplifier:                                      0.5
Turret:                                                       0.5
Armor Factor                  72                      4.5

                          Internal   Armor   
                          Structure  Value   
     Front                   3         20    
     R/L Side            3/3      13/13   
     Rear                    3         10    
     Turret                  3         16    


Weapons
and Ammo                                        Location    Tonnage   
Medium Laser                                      Turret       1.0     
Machine Gun                                        Turret       0.5     
Half Machine Gun Ammo (100)           Body        0.5     
Infantry                                                  Body        1.0     

Fan Fiction: Razorbacks

  

    The outer borders of Outworlds Alliance (OA) were in constant conflict during the Third Succession War. Pirates repeatedly attacked weakly protected systems, looting or just probing their defenses. In special, worlds closer to Antallos, the pirate heaven more commonly known as Port Krin, were very exposed.

    T
he populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.

    The populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.


    The populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.

    To prevent completely loosing these worlds to pirates and raiders, the Alliance Military Corps (AMC) deployed the 2nd Battalion of the Alliance Borderers Regiment, based on Coraines to Dneiper in order to fight these invaders, usually small units ranging from a single lance to a company in the most different conditions.

    The 2nd Battalion was the first receive the new VTOL models produced in Ramora and Company created was name as "The Razorbacks".

-------------------------------------------------------------------------------------------------------------


 

Eating Sand

 

It was an infinity landscape of arid cliffs and hills with scattered woods. Sky was blue with no clouds and this helped Commander Molina spot a salvo of LRMs coming on the direction of his Hellcat, totally missing him and hitting the ground well below his left side. It was a large double salvo, most likely from two LRM-15s or 20s.

Molina’s wingman, Trask, opened the commlink: - Commander, it is the Trebuchet from the target lance! It shouldn’t be here!

Molina replies immediately and give orders to all units: They spot our recons and knew we were coming! The others must not be far. This will be a standard pincer move, guys! Hannigan, you take 9 o’clock! Rusty, you take 3 o’clock position! Each wingman flowing their leader! Remember your training!

Knowing that your recon was not always reliable, Molina ordered his units to fly in formation. His Hellcat LRM, armed with 6 LRM5s was flying high at maximum speed, sided by Trask and looking for the target Battlemech lance that they were supposed to intercept and destroy.

The other four choppers were flying low to avoid detection. Two Wildcats armed with a single Autocannon class 10 were following on the left and other two Hellcats were coming from right side, but these ones armed with a feared Autocannon class 20.

The target was a lance of pirate raiders reported having medium and light mechs. Probably aware of the incoming Free World League forces, the Battlemechs took full advantage of their superior sensors to detect and fire first. For Molina’s unit lucky, it seems that only the Trebuchet has long range weapons.  Anyway, a Hellcat at flank speed is very hard to hit at long range.

-        Rusty, there is a Cicada coming fast in your direction! – said Molina

The other two mechs reported were a Jenner and an Ostroc, that Molina also spot taking cover behind the elevated terrain.

Molina reduces speed for a more precise shot, followed by Trask. Both combine fire of 12 LRM 5s on the Trebuchet that shows confidence on his skills, keep position on top of hills, returning LRM fire against Molina and ignoring the two Wildcats coming from his front-right side. Even being at long range for his AC/10, Hannigan’s gunner – Talia – place a shot on the torso of the Trebuchet that is also hit by a few LRMs. Hannigan’s wingman, Kemp, miss the target. The Trebuchet, a standard 5N model with 2 LRM-15s and Medium Lasers, miss all shots.

Wildcats are highly effective machines, 25ton helicopters well armored and equipped with an autocannon class 10. A crew of two manage it:  a pilot in command and a gunner responsible to aim the gun. Different from ancient helicopter gunships, the Wildcat has its AC/10 in a pivotable mount with 45 degrees transverse to each side, giving more freedom of maneuver while a target is engaged.

At the same time, Rusty pilots his Hellcat AC/20 close to the ground followed by his wingman Snap. Instead of finding the Cicada, them both face a much bigger Ostroc firing large lasers at them without success. They could not identify the Battlemech variant and engage it with the AC/20s at medium range. One round hit the torso removing almost all armor – the Ostroc is shaken by the blast.

Molina continues to keep fire on the Trebuchet together with the Wildcats ripping off the external armor of its arms and legs. The Trebuchet cannot sustain so much damage and falls to the ground in a cloud of sand, dust and shrapnel.

While this, a Jenner emerges from the hills firing at short range on the Hellcats that attacked the Ostroc. Medium Lasers and SRMs hit the left side and the rotors of Snap’s Hellcat. Rotors are the most fragile part of a chopper and even an armored 30-ton helicopter like the Hellcat cannot take much damage to it. The Hellcat is equipped with an armored 8-blade rotor with automatic stabilization control able to eject damaged blades and keep flying at expense of reduced maneuverability and speed.  But the multiple SRM hits taken were much more than Snap’s chopper could handle. With only two remaining blades, their Hellcat crashed in the rocky soil of Fagerholm. As long they were flying extremely low the impact was totally absorbed by the landing gear with minor armor damage – even the gun remained fully operational.

Unsurprisingly, the Cicada (a very rare 3C model) keeps moving at full speed becoming a very difficult target. However, this affects its own aiming and it miss to hit anything with his PPC.

Molina realizes that the engagement turned to a dogfight and he tells your crews to freely engage the targets. As an experienced pilot and gunner, he started his career as gunner in a time that Free Worlds League formed its first hunter-killer unit of helicopters with a single company of Wildcats armed with autocannons or LRMs.

Commander Molina knows every single strength and weakness of these units but, above all, he cares for his crews. At a higher point while firing at the Trebuchet, he observes Snap’s Hellcat crash-landing and communicate to them:

-        Snap, Val! Get off now! – Molina says in a strong tone.

But Snap’s gunner, Val, replies with confidence: I still have the Ostroc in my sight. I will take him down!

-        No way! Get off at once! – Molina says.

-        Come on, Val! It is an order! – says Snap, and both leave their armored cockpits.

The Jenner scored a fatal blow to the Hellcat AC/20, but turned his rear arc to Molina that immediately takes advantage of the situation and fires a full LRM salvo against it, easily destroying the rear torso armor, damaging the internal structure and igniting the SRM ammo causing an explosion that completely destroy the Jenner with its mechwarrior inside.

While this, the crippled Trebuchet stand up and move backwards looking for cover in woods, only to notice Rusty’s Hellcat flying over him and making a 180o turn to fire at its rear arc. The Trebuchet had no time to react and receive an AC/20 hit in the rear torso, complete destroying it.

The two Wildcats continue to fly in close formation and near the ground, reducing speed while dodging the hills to avoid a collision and to engage the Cicada that moves on their direction and fires at Hannigan’s Wildcat, blowing his entire left side armor but without any other consequences – one more hit in that location and Hannigan and his gunner are dead.

While that, the Ostroc engages the crashed Hellcat, destroying it and jumps to the same cliff that the Cicada moved to. Snap and Val had time to take cover and are not hit by the explosion.

Molina and his wingman Trask cannot see anymore the Ostroc and the Cicada, as they smartly look for cover in rocky terrain. In an attempt to find these two remaining Battlemechs, both Hellcats move laterally at the same altitude to find a firing position.

Hannigan is supposed to withdrawn with his damaged Wildcat but notices the Ostroc jumping behind him and firing the two Large Lasers. He orders his wingman to break formation and make a backward movement, gaining altitude and engaging the Ostroc. Both sides miss their shots.

The Cicada moves at high speed away from his lance mates dodging trees and elevations, maybe in hope to get a longer distance to shot back with the PPC, but immediately notice that Rusty’s Hellcat is as fast as him and can close easily flying above any ground obstacle. That flying AC/20 getting close should be a freighting view.

The elusive Cicada dodge a first autocannon hit and suddenly turns against the Hellcat raising a cloud of sand dust around him. Too close for a precise PPC shot and too far for a Machine Gun, it misses all shots.

The clever maneuver makes Rusty fly over the Cicada as they move in the opposite direction now. The Cicada now heads toward the Ostroc.

In this moment, Molina tells Trask to fire on the Cicada while he engages the Ostroc. All his units will get out of ammo soon and a long engagement is not good for them.

Apparently running hot, the Ostroc engages the undamaged Wildcat with a single Large Laser. This model jumps much longer but misses Medium Lasers or SRMs. Molina never saw such variant but has no complains at this moment. The combined fire of the LRMs and AC/10s damage the Ostroc, reaching the internals and destroying its Left Leg which eliminates any chance of escape.

Now the Cicada targets the Wildcats that are attacking the cripples the Ostroc but miss a PPC shot.

Rusty makes a tight turn and manage to engage the Cicada, hitting the right leg and torso and crippling the Battlemech. It is destroyed almost at the same time with one of the last LRM rounds from Trask’s Hellcat. The mechwarrior has no time to eject.

The Ostroc is the only remaining mech of the lance but crippled and unable to escape. Few seconds probably looked like long minutes as the mechwarrior takes the decision to eject – in time to see his mech being attacked and destroyed by multiple attacks from all directions.

Battle over and no sign of other enemy units, Molina calls the command center and request an armed transport to rescue Snap and Val, and capture the surviving mechwarrior. There is little salvage left from this battle but a prisoner is much more valuable at this point.

The balance was positive. Even with one Hellcat AC/20 lost, the enemy lance was neutralized and no crew member was killed or injured. The bonus is the mechwarrior captured that may bring important information about the other enemy mechs.

Chieftain Heavy Tank

 



    During the beginning of the 31st century, the Outworlds Alliance was under constant attacks from pirates and raiders and its primary line of defense was the so called Planetary Militia, equipped with a miscellaneous of combat vehicles and infantry which suffered constant losses. Besides a small production of Vedettes and Hunters which proved expensive and inadequate for a defensive role, the OA depended on imports to keep these units in good combat strength. 

    With the support from the United Outworlders Corporation (UOC) in Mitchella, the Outworlds Alliance initiated the development of a heavy combat vehicle meant to be the backbone of the Planetary Militia and also be used by the Mechanized Corps. The original requirement asked for a price tag of 1M c-bills (which was later exceed), heavy armor and a required top speed of only 54kph as it was meant to a defensive role. The armament should include one heavy autocannon (class 10 or 20), one secondary energy weapon not dependent of ammo and one LRM launcher for long range attacks. 

    The result was a heavy tracked combat vehicle of 60 tons named Chieftain. Instead of creating an entirely new tank, UOC developed it from the ubiquitous LRM/SRM carrier chassis by keeping the original engine (an 180 ICE) and transmission, adding more armor and a full transverse turret.

     The main armament is an Autocannon class 10 which deliveries less damage than a AC/20 but has a much longer range - something very important in a such slow vehicle. One Medium Laser acts as secondary weapon able to fire indefinitely. The third weapon is a LRM-5 launcher which gives a small but useful firepower at long distances. Finally, a front mounted Machine Gun with 100 rounds is provided as an anti-infantry weapon.

    The Chieftain was very appreciated by its crews as a reliable and well armored tank. With thirteen tons of standard armor, it was able to sustain much more damage than most of other heavy tanks of its time. Top speed and firepower was not great, but by far enough to deal with a wide range of threats.


Type/Model:Chieftain 
Mass:60 tons

Equipment
Crits
Mass
Int.Struct.:30 pts Standard
0
6
Engine:180 I.C.E.
0
14
Power Amplifiers:
   0
     0
Cruise MP:3
Flank MP:5
Jumping MP:0
Heat Sinks:3 Single
0
3
Cockpit & Controls:
  0
3
Crew: 4 members
  0
0
Turret Equipment
  0
     1.5
Armor Factor:208 pts Standard
0
13

CriticalInternalArmor Points
Front656
Left/Right6/640/40
Rear632
Turret640
 


 Weapons & EquipmentLocHeatAmmoCritsMass
1Machine GunFront010021
1Autocannon/10Turret320214
1Medium LaserTurret3 11
1LRM 5Turret22423
  
 TOTALS:8 719


Calculated Factors:
Total Cost:1`117`600 C-Bills
Battle Value 1:471 
Battle Value 2:896 
Cost/BV:1247 C-Bill/BV




Hellcat - Attack Helicopter

 



    The Hellcat came after the success of the lighter Wildcat and is also produced by the United Outworlders Corporation (UOC) in Ramora, Outworlds Alliance (OA). The first variant produced is armed with the most powerful weapon in the Inner Sphere, the Autocannon class 20, able to delivery a massive damage at short distance. The second variant is equipped with LRM launchers.

   

AC/20 version:

 Equipping a heavy weapon like an AC/20 in a fragile VTOL is a radical approach with mixed results. When properly used taking advantage of its high speed to flank and attack its targets from the rear arc it proved deadly but many unexperienced crews had short careers by exposing themselves in frontal attacks against heavy or assaults BattleMechs. 

    The armored protection is even lower than the lighter Wildcats and side or rear hits are most of the times fatal. Some crews in a desperate move to improve their survival chances, dropped the second ton of ammo in exchange for additional side and rear armor, being limited to only 5 shots.


Type/Model:Hellcat AC20
Mass:30 tons

Equipment
Crits
Mass
Int.Struct.:15 pts Standard
0
3
Engine:70 I.C.E.
0
4
Cruise MP:7
Flank MP:11
Jumping MP:0
Heat Sinks:0 Single
0
0
Cockpit & Controls:
0
1
Crew: 2 members
0
0
Rotor Equipment: Main/Tail Rotors
0
3

Armor Factor:40 pts Standard
0
2


CriticalInternalArmor Points
Front320
Left/Right3/38/8
Rear32
 
 
Rotor32


 Weapons & EquipmentLocHeatAmmoCritsMass
1Autocannon/20Front710216
  
 TOTALS:7 216


Calculated Factors:
Total Cost:1`050`000 C-Bills
Battle Value 1:746 
Battle Value 2:546 
Cost/BV:1923 C-Bill/BV

recordsheet Hellcat AC20


LRM version: 

    The VTOL ability to fly over terrain grants it an unblocked line of sight most of the times. This is a major advantage for the best utilization of Long-Range Missiles (LRMs). The Hellcat is also a highspeed vehicle able to quickly reposition itself at the best range to the target. Besides the weak armor and fragile rotors, it is a hard-to-hit target at longer distances. Armed with 6 LRM5, it has a good hitting chance even against the most elusive targets and it is particularly efficient against combat vehicles. One Machine Gun with 100 rounds is also provided as a secondary weapon against close range targets and infantry.


Type/Model:Hellcat LRM
Mass:30 tons


Equipment
Crits
Mass
Int.Struct.:15 pts Standard
0
3
Engine:70 I.C.E.
0
4
Cruise MP:7
Flank MP:11
Jumping MP:0
Heat Sinks:0 Single
0
0
Cockpit & Controls:
0
1
Crew: 2 members
0
0
Rotor Equipment: Main/Tail Rotors
0
3
Armor Factor:40 pts Standard
0
2



CriticalInternalArmor Points
Front320
Left/Right3/38/8
Rear32
 
 
Rotor32

Front: 50.00%


 Weapons & EquipmentLocHeatAmmoCritsMass
6LRM 5Front1272715
1Machine GunFront010021
  
 TOTALS:12 916






OA towed gun team

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